- The arrows, a press on the select and the pad step past a disabled option (ct_opt_step), wrapping as before. - A value naming a disabled option is shown as the nearest enabled one (the lower of two as near) and set to it once the build is done: an event fired while the tree is built is cleared with the frame's, so the clamp is queued (ct_clamp_n / _i) and fired after nt_fired_clear. - The < or > whose next option is disabled is drawn disabled (its part's :disabled), so a cycler shows where the options stop being on; it still steps past them. - ct_build_select moves to controls_opts.ludic with the rest (controls_build.ludic 119 -> 104 lines). Golden ui_select_disabled: options 3 and 4 disabled, a value of 4 clamps to 2, > is drawn disabled there, > wraps to 0 and < from 0 steps back to 2. The 38 ui examples pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
88 lines
3.4 KiB
Text
88 lines
3.4 KiB
Text
# frame.ludic - a screen shown: built from the view's model, laid out, drawn, and its presses
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# run once the frame is drawn, so nothing the view does can change a frame half way through it;
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# the actions they dispatch are reduced before ui_show returns, so the frame presented next is built
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# from what they changed
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export function ui_show(ui_st: mut UiState, screen: string, view: UiView, x: float, y: float, w: float, h: float) -> void {
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in_read(ui_st)
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ct_opt_forget(ui_st) # a clamp found by a build this frame did not show
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dv_before(ui_st)
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ui_st.an_frame += 1
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ui_viewport(ui_st, w, h)
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let root = ui_nodes(ui_st, screen, view)
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if root == null { return }
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ui_place(ui_st, root, x, y, w, h)
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nt_fired_clear(ui_st)
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ct_opt_flush(ui_st) # a select's value on a disabled option, set now
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sc_undo(root)
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sc_update(ui_st, root)
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fr_pointer(ui_st, root)
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fc_keys(ui_st, root)
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hd_tick(ui_st, root)
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tt_track(ui_st, root, ui_st.in_now.x, ui_st.in_now.y)
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fb_keep(ui_st, screen, root)
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if ui_st.ui_be != null and ui_st.ui_be.text != null {
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fr_draw(ui_st, root)
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pp_draw_top(ui_st)
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tt_draw(ui_st, root)
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}
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dv_after(ui_st, screen, root)
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lc_run(ui_st, screen)
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nt_fired_run(ui_st)
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drain_actions() # 0.R4: what the presses dispatched is reduced before the host presents
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}
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# the screen's nodes for this frame, not yet laid out - for a test, or a host that places them
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export function ui_nodes(ui_st: mut UiState, screen: string, view: UiView) -> UiNode {
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let si = lib_find(ui_st.lib_screen_names, screen)
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let cls = uc_find(ui_st, screen)
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if si < 0 and cls != null { return fr_class_nodes(ui_st, cls) }
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if si < 0 {
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@alloc_ok("only when a template is wrong: a broken screen, never a working one")
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ui_err(ui_st, `there is no screen {screen} - ui_load the file that has it`)
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return null
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}
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let t = ui_st.lib_screens[si]
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pl_begin(ui_st, screen)
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ui_st.uv_on = true
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lc_begin(ui_st)
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ui_st.ui_view = view
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let e = env_new(ui_st, null)
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if view != null and view.model != null { e.model = view.model() } else { e.model = Value.object() }
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e.state = st_for(ui_st, screen, t, e)
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let root = nd_take(ui_st)
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root.key = screen
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root.env = e
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root.sheet = t.sheet
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root.tag = "screen"
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for i in 0 .. len(t.keys) {
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if t.keys[i] != "name" { el_keep(ui_st, root, t.keys[i], ui_eval(ui_st, t.vals[i], e)) }
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}
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bd_kids(ui_st, t.kids, e, screen, root.children)
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cs_tree(ui_st, root)
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ui_st.uv_on = false
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return root
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}
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# the room vw, vh and @media measure against; ui_show sets it to the screen's rectangle
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export function ui_viewport(ui_st: mut UiState, w: float, h: float) -> void {
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ui_st.ly_vp_w = w
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ui_st.ly_vp_h = h
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}
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export function ui_place(ui_st: mut UiState, root: UiNode, x: float, y: float, w: float, h: float) -> void {
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ui_st.ly_vp_x = x
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ui_st.ly_vp_y = y
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root.w = UI_FILL
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root.h = UI_FILL
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let fg = 15658734
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ui_st.ly_fg_a = 1.0
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ly_measure(ui_st, root, w, ui_px(ui_st, 16.0), fg)
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ly_place(ui_st, root, x, y, w, h)
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sc_apply(ui_st, root)
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pp_anchor_all(ui_st, root)
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}
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# a press, as if the pointer had made it
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export function ui_press(ui_st: mut UiState, n: UiNode) -> void {
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if n.act != null and n.enabled { act_run(ui_st, n.act, n.env) }
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drain_actions()
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}
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# any event, as if the element had fired it - for a test
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export function ui_event(ui_st: mut UiState, n: UiNode, name: string, value: Val) -> void { nt_run(ui_st, n, name, value) }
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